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itgmania212121/stepmania/src/BPMDisplay.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
File: BPMDisplay.h
Desc: A graphic displayed in the BPMDisplay during Dancing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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-----------------------------------------------------------------------------
*/
#include "BPMDisplay.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameState.h"
#include "ThemeManager.h"
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#define NORMAL_COLOR THEME->GetMetricC("BPMDisplay","NormalColor")
#define CHANGE_COLOR THEME->GetMetricC("BPMDisplay","ChangeColor")
#define EXTRA_COLOR THEME->GetMetricC("BPMDisplay","ExtraColor")
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BPMDisplay::BPMDisplay()
{
m_fCurrentBPM = m_fLowBPM = m_fHighBPM = 0;
m_fTimeLeftInState = 0;
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m_CountingState = holding_down;
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m_textBPM.LoadFromNumbers( THEME->GetPathToN("BPMDisplay") );
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m_textBPM.EnableShadow( false );
m_textBPM.SetHorizAlign( Actor::align_right );
m_textBPM.SetDiffuse( NORMAL_COLOR );
m_textBPM.SetXY( 0, 0 );
m_sprLabel.Load( THEME->GetPathToG("BPMDisplay label") );
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m_sprLabel.EnableShadow( false );
m_sprLabel.SetDiffuse( NORMAL_COLOR );
m_sprLabel.SetHorizAlign( Actor::align_left );
m_sprLabel.SetXY( 0, 0 );
this->AddChild( &m_textBPM );
this->AddChild( &m_sprLabel );
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}
void BPMDisplay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
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m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
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{
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// go to next state
switch( m_CountingState )
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{
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case counting_up:
m_CountingState = holding_up;
m_fTimeLeftInState = 1; // reset timer
break;
case holding_up:
m_CountingState = counting_down;
m_fTimeLeftInState = 1; // reset timer
break;
case counting_down:
m_CountingState = holding_down;
m_fTimeLeftInState = 1; // reset timer
break;
case holding_down:
m_CountingState = counting_up;
m_fTimeLeftInState = 1; // reset timer
break;
case cycle_randomly:
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m_textBPM.SetText( (RandomFloat(0,1)>0.90) ? "xxx" : ssprintf("%03.0f",RandomFloat(0,600)) );
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m_fTimeLeftInState = 0.2f; // reset timer
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break;
case no_bpm:
m_fTimeLeftInState = 0;
break;
default:
ASSERT(0);
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}
}
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// update m_fCurrentBPM
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// int iLastCurBPM = (int)m_fCurrentBPM;
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switch( m_CountingState )
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{
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case counting_down: m_fCurrentBPM = m_fLowBPM + (m_fHighBPM-m_fLowBPM)*m_fTimeLeftInState; break;
case counting_up: m_fCurrentBPM = m_fHighBPM + (m_fLowBPM-m_fHighBPM)*m_fTimeLeftInState; break;
case holding_up: m_fCurrentBPM = m_fHighBPM; break;
case holding_down: m_fCurrentBPM = m_fLowBPM; break;
case cycle_randomly: break;
case no_bpm: break;
default:
ASSERT(0);
}
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// update text
switch( m_CountingState )
{
case counting_down:
case counting_up:
case holding_up:
case holding_down:
//if( (int)m_fCurrentBPM != iLastCurBPM )
// m_textBPM.SetText( ssprintf("%03.0f", m_fCurrentBPM) );
/* BUG FIXED:: Just set the BPM.. This was causing an error that would not change
the BPM to what it should be, if you changed the selection from a Group
to a song. There's no great reason to check if it is higher or lower
than the previous BPM -- Miryokuteki */
m_textBPM.SetText( ssprintf("%03.0f", m_fCurrentBPM) );
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break;
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}
}
void BPMDisplay::SetBPMRange( float fLowBPM, float fHighBPM )
{
m_fLowBPM = fLowBPM;
m_fHighBPM = fHighBPM;
if( m_fCurrentBPM > m_fHighBPM )
m_CountingState = counting_down;
else
m_CountingState = counting_up;
m_fTimeLeftInState = 1;
m_textBPM.StopTweening();
m_sprLabel.StopTweening();
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m_textBPM.BeginTweening(0.5f);
m_sprLabel.BeginTweening(0.5f);
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
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m_textBPM.SetDiffuse( EXTRA_COLOR );
m_sprLabel.SetDiffuse( EXTRA_COLOR );
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}
else if( m_fLowBPM != m_fHighBPM )
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{
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m_textBPM.SetDiffuse( CHANGE_COLOR );
m_sprLabel.SetDiffuse( CHANGE_COLOR );
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}
else
{
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m_textBPM.SetDiffuse( NORMAL_COLOR );
m_sprLabel.SetDiffuse( NORMAL_COLOR );
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}
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}
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void BPMDisplay::CycleRandomly()
{
m_CountingState = cycle_randomly;
m_fTimeLeftInState = 0;
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m_textBPM.SetDiffuse( NORMAL_COLOR );
m_sprLabel.SetDiffuse( NORMAL_COLOR );
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}
void BPMDisplay::NoBPM()
{
m_CountingState = no_bpm;
m_textBPM.SetText( "..." );
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m_textBPM.SetDiffuse( NORMAL_COLOR );
m_sprLabel.SetDiffuse( NORMAL_COLOR );
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}